war

Accreditation of Monash University Software Engineering (MUSE) Program




war

Socio-Technical Theory and Knowledge Construction: Towards New Pedagogical Paradigms?




war

Warranty and the Risk of Misinforming: Evaluation of the Degree of Acceptance




war

Emotion-Aware Education and Research Systems




war

Evaluation of a Suite of Metrics for Component Based Software Engineering (CBSE)




war

Innovation and Scaling up Agile Software Engineering Projects




war

Towards a Guide for Novice Researchers on Research Methodology: Review and Proposed Methods




war

IT Systems Development: An IS Curricula Course that Combines Best Practices of Project Management and Software Engineering




war

Managing Information Systems Textbooks: Assessing their Orientation toward Potential General Managers




war

Animated Courseware Support for Teaching Database Design




war

Meaningful Learning in Discussion Forums: Towards Discourse Analysis




war

Cross-Departmental Collaboration for the Community: Technical Communicators in a Service-Learning Software Engineering Course




war

Towards E-Learning in Higher Education in Libya




war

Student Marketability: Enhancing Software Skills




war

Collaboration of Two Service-Learning Courses: Software Development and Technical Communication




war

Toward a Theory of Informing Objects




war

Demographic Factors Affecting Freshman Students' Attitudes towards Software Piracy: An Empirical Study




war

Virtual Campuses, Groupware and University Evolution




war

Playing it Safe: Approaching Science Safety Awareness through Computer Game-Based Training




war

A Framework for Using Cost-Benefit Analysis in Making the Case for Software Upgrade




war

A Research Study for the Development of a SOA Middleware Prototype that used Web Services to Bridge the LMS to LOR Data Movement Interoperability Gap for Education




war

Software Engineering Frameworks: Perceptions of Second-Semester Students




war

Student Attitudes Towards E-Learning: The First Year Accounting Experience




war

Cross-Platform Mobile App Software Development in the Curriculum




war

Teaching Undergraduate Software Engineering Using Open Source Development Tools




war

Towards a Method for Mobile Learning Design




war

Securing the Information and Communications Technology Global Supply Chain from Exploitation: Developing a Strategy for Education, Training, and Awareness




war

The Role of Warranty of Misinforming for New Product Adoption




war

An Effective Development Environment Setup for System and Application Software




war

Analysis of Student Attitudes towards E-learning: The Case of Engineering Students in Libya




war

Software Development Using C++: Beauty-and-the-Beast




war

Warranty of Misinforming: An Overview




war

Towards the Realization of the ICT Education Living Lab – The TechTeachers.co.za Success Story

This paper presents the success story of the intuitive vision of an Information and Communication Technology (ICT) high school educator in South Africa. The growth and evolution of a Community of Practice towards a full-fledged living lab is investigated. A grounded theory study analyses the living lab concept and highlights some of the current challenges secondary high school ICT education face within the South African educational landscape. Some of the concepts, ideas, best practices, and lessons learned in the establishment and running of two web based technologies to support secondary school ICT subjects is discussed. The researchers present a motivation for the use of living labs to address some of the issues identified and highlights how the existing platforms fits into bigger design.




war

Cloud Computing as an Enabler of Agile Global Software Development

Agile global software development (AGSD) is an increasingly prevalent software development strategy, as organizations hope to realize the benefits of accessing a larger resource pool of skilled labor, at a potentially reduced cost, while at the same time delivering value incrementally and iteratively. However, the distributed nature of AGSD creates geographic, temporal, socio-cultural distances that challenge collaboration between project stakeholders. The Cloud Computing (CC) service models of Infrastructure as a Service (IaaS), Platform as a Service (PaaS), and Software as a Service (SaaS) are similar to the aspirant qualities of AGSD as they provide services that are globally accessible, efficient, and stable, with lower predictable operating costs that scale to meet the computational demand. This study focused on the 12 agile principles upon which all agile methodologies are based, therein potentially increasing the potential for the findings to be generalized. Domestication Theory was used to assist in understanding how cloud technologies were appropriated in support of AGSD. The research strategy took the form of case study research. The findings suggest that some of the challenges in applying the agile principles in AGSD may be overcome by using CC.




war

Using Office Simulation Software in Teaching Computer Literacy Using Three Sets of Teaching/Learning Activities

The most common course delivery model is based on teacher (knowledge provider) - student (knowledge receiver) relationship. The most visible symptom of this situation is over-reliance on textbook’s tutorials. This traditional model of delivery reduces teacher flexibility, causes lack of interest among students, and often makes classes boring. Especially this is visible when teaching Computer Literacy courses. Instead, authors of this paper suggest a new active model which is based on MS Office simulation. The proposed model was discussed within the framework of three activities: guided software simulation, instructor-led activities, and self-directed learning activities. The model proposed in the paper of active teaching based on software simulation was proven as more effective than traditional.




war

The Use of Kanban to Alleviate Collaboration and Communication Challenges of Global Software Development

Aim/Purpose: This paper aims to describe how various Kanban elements can help alleviate two prominent types of challenges, communication and collaboration in Global Software Development (GSD). Background: Iterative and Lean development methodologies like Kanban have gained significance in the software development industry, both in the co-located and globally distributed contexts. However, little is known on how such methodologies can help mitigate various challenges in that occur in a globally distributed software development context. Methodology: The study was conducted using a single-case study based on a general inductive approach to analysis and theory development. Through the literature review, collaboration and communication challenges that GSD teams face were identified. Data collected through semi-structured interviews was then inductively analyzed to describe how the case-study teams employed various Kanban elements to mitigate communication and collaboration challenges they face during GSD. Findings: The study found that some Kanban elements, when properly employed, can help alleviate collaboration and communication challenges that occur within GSD teams. These relate to Inclusion Criteria, Reverse Items, Kanban Board, Policies, Avatars, and Backlog. Contribution: The paper contributes to knowledge by proposing two simple concept maps that detail the specific types of communication and collaboration challenges which can be alleviated by the aforementioned Kanban elements in GSD. Recommendations for Practitioners: This paper is relevant to GSD teams who are seeking ways to enhance their team collaboration and communication as these are the most important elements that contribute to GSD project success. It is recommended that relevant Kanban elements be used to that effect, depending on the challenges that they aim to alleviate. Future Research: Future research can investigate the same research questions (or similar ones) using a quantitative approach.




war

Ransomware: A Research and a Personal Case Study of Dealing with this Nasty Malware

Aim/Purpose : Share research finding about ransomware, depict the ransomware work in a format that commonly used by researchers and practitioners and illustrate personal case experience in dealing with ransomware. Background: Author was hit with Ransomware, suffered a lot from it, and did a lot of research about this topic. Author wants to share findings in his research and his experience in dealing with the aftermath of being hit with ransomware. Methodology: Case study. Applying the literature review for a personal case study. Contribution: More knowledge and awareness about ransomware, how it attacks peoples’ computers, and how well informed users can be hit with this malware. Findings: Even advanced computer users can be hit and suffer from Ransomware attacks. Awareness is very helpful. In addition, this study drew in chart format what is termed “The Ransomware Process”, depicting in chart format the steps that ransomware hits users and collects ransom. Recommendations for Practitioners : Study reiterates other recommendations made for dealing with ransomware attacks but puts them in personal context for more effective awareness about this malware. Recommendation for Researchers: This study lays the foundation for additional research to find solutions to the ransomware problem. IT researchers are aware of chart representations to depict cycles (like SDLC). This paper puts the problem in similar representation to show the work of ransomware. Impact on Society: Society will be better informed about ransomware. Through combining research, illustrating personal experience, and graphically representing the work of ransomware, society at large will be better informed about the risk of this malware. Future Research: Research into solutions for this problem and how to apply them to personal cases.




war

Increasing Intrinsic Motivation of Programming Students: Towards Fix and Play Educational Games

Aim/Purpose: The objective of this research is to investigate the effectiveness of educational games on learning computer programming. In particular, we are examining whether allowing students to manipulate the underlying code of the educational games will increase their intrinsic motivation. Background: Young students are fond of playing digital games. Moreover, they are also interested in creating game applications. We try to make use of both of these facts. Methodology: A prototype was created to teach the fundamentals of conditional structures. A number of errors were intentionally included in the game at different stages. Whenever an error is encountered, students have to stop the game and fix the bug before proceeding. A pilot study was conducted to evaluate this approach. Contribution: This research investigates a novel approach to teach programming using educational games. This study is at the initial stage. Findings: Allowing the programming students to manipulate the underlying code of the educational game they play will increase their intrinsic motivation. Recommendations for Practitioners: Creating educational games to teach programming, and systematically allowing the players to manipulate the gaming logic, will be beneficial to the students. Recommendation for Researchers: This research can be extended to investigate how various artificial intelligence techniques can be used to model the gamers, for example, skill level. Impact on Society: The future generations of students should be able to use digital technologies proficiently. In addition, they should also be able to understand and modify the underlying code in the digital things (like Internet of Things).This research attempts to alleviate the disenchantment associated with learning coding. Future Research: A full scale evaluation – including objective evaluation using game scores – will be conducted. One-way MANOVA will be used to analyze the efficacy of the proposed intervention on the students’ performance, and their intrinsic motivation and flow experience.




war

Mandatory Gamified Security Awareness Training Impacts on Texas Public Middle School Students: A Qualitative Study

Aim/Purpose. The problem statement in the proposed study focuses on that, despite the growing recognition that teenagers need to undergo security awareness training, little is known about the impacts security training experts believe implementing a mandatory gamified security awareness training curriculum in public middle schools will have on the long-term security behavior of students in Texas. Background. This study was guided by the research question: What are the impacts security training experts believe implementing a mandatory gamified security aware-ness training curriculum in public middle schools will have on the long-term security behaviors of students in Texas? The study gathers opinions from experts on the impacts of security awareness training on students. Methodology. Our research used semi-structured interviews with twelve experts chosen through the use of purposive sampling. The population for the study consisted of experts in the fields of security awareness training for and teaching middle school-aged children. Candidates were recruited through the Cyber-Texas Foundation and snowball sampling techniques. Contribution. The research contributed to the body of knowledge by using interviews to explore the impacts of security awareness training on middle school students based on the opinions and views of the teachers and instructors who work with middle school students. Findings. The findings of this study demonstrate that middle school is an ideal time to provide cybersecurity training and will impact student behaviors by making them more conscious of cyber threats and preparing them to be more tech-savvy professionals. The research also showed that well-designed cybersecurity games with real-world application combined with traditional teaching techniques can help students develop positive habits. The research also suggests that teachers possess the skills to teach cybersecurity classes and the classes can be integrated into the current school day without the need for any significant changes to existing daily schedules. Recommendations for Practitioners. A well-design gamification-based curriculum implemented in Texas Middle Schools, combined with traditional teaching techniques and repeated over an extended time period, will impact students’ behaviors by making them more able to recognize and respond to cyber risks and will transform them into more secure and tech-savvy members of society. Recommendations for Researchers. The research shows middle school instructors and technology experts believe the implementation of a security awareness training program in middle schools is both possible and practical, while also beneficial to the students. The recommendation is to encourage researchers to explore ways to build curricula and games capable of appealing to students and implementing the instruction into school programs. Impact on Society. Demonstrating that training provided in middle school will make lasting impacts and improvements to student behaviors benefits children and their families in the short-term and workplaces in the long-term. The development of a more security-conscious workforce can reduce the significant number of data breaches and cyber attacks resulting from the poor security habits of companies’ users. Future Research. Future research that will add significant value to the body of knowledge includes testing the effectiveness of habit-shaping games to determine whether existing long-term games maintain student interest. Qualitative studies could interview parents of teenagers using habit-shaping games to determine the effectiveness of the applications. Another qualitative study could interview teachers to determine how teachers’ ages affect their comfort level teaching technology classes. Both studies could provide valuable insights into how to implement security awareness training in schools.




war

Towards a Typology of Virtual Communities of Practice




war

Towards a Methodology to Elicit Tacit Domain Knowledge from Users




war

An Improved Assessment of Personality Traits in Software Engineering




war

A Generic Agent Framework to Support the Various Software Project Management Processes




war

An Evolutionary Software Project Management Maturity Model for Mauritius




war

Towards Network Perspective of Intra-Organizational Learning: Bridging the Gap between Acquisition and Participation Perspective




war

Secure Software Engineering: A New Teaching Perspective Based on the SWEBOK




war

Assessment of Quality of Warranty Policy




war

Towards A Methodology for the Pre-Stage of Implementing a Reengineering Project

In order to reduce cost, improve functionality and gain competitive advantages, organizations resort to reengineering projects by developing and making changes to organizational processes. The absence of a unified methodology and appropriate analytic approaches prior to the implementation of reengineering projects has made authorities not to adopt correct decision making approaches in this respect. The objective of this paper is to propose a methodology that has to be adopted prior to the implementation of reengineering projects. The statistical population here consists of 25 expert analysts with MA and PhD degrees who are subject to answering a questionnaire. In this proposed methodology the Multi Criterion Decision Making model is applied to allow the analysts to select appropriate models for better and accurate implementation through the least failure coefficient. The Neyriz White Cement Corporation is selected as the subject and the obtained results are compared with the results obtained from similar implemented projects.




war

Knowledge Management and Problem Solving in Real Time: The Role of Swarm Intelligence

Knowledge management research applied to the development of real-time research capability, or capability to solve societal problems in hours and days instead of years and decades, is perhaps increasingly important, given persistent global problems such as the Zika virus and rapidly developing antibiotic resistance. Drawing on swarm intelligence theory, this paper presents an approach to real-time research problem-solving in the form of a framework for understanding the complexity of real-time research and the challenges associated with maximizing collaboration. The objective of this research is to make explicit certain theoretical, methodological, and practical implications deriving from new literature on emerging technologies and new forms of problem solving and to offer a model of real-time problem solving based on a synthesis of the literature. Drawing from ant colony, bee colony, and particle swarm optimization, as well as other population-based metaheuristics, swarm intelligence principles are derived in support of improved effectiveness and efficiency for multidisciplinary human swarm problem-solving. This synthesis seeks to offer useful insights into the research process, by offering a perspective of what maximized collaboration, as a system, implies for real-time problem solving.




war

An Empirical Examination of Customers’ Mobile Phone Experience and Awareness of Mobile Banking Services in Mobile Banking in Saudi Arabia

Aim/Purpose: This work aims to understand why a disparity between the popularity of smart phones and the limited adoption of m-banking exists. Accordingly, this study investigates factors that affect a person’s decision to adopt m-banking services. Such an investigation seeks to determine if and to what extent customers’ mobile phone experience as well as their awareness of m-banking services influence their intention to use such services? Background: This study developed a conceptual model to determine the influence that users’ mobile phone experience as well as users’ awareness of m-banking services had on users’ behavioral intention to use m-banking in Saudi Arabia. Methodology: The quantitative method used to collect data was a survey questionnaire tech-nique. A questionnaire with non-structured (close-ended) questions was formulated. A random sample, targeting banking customers in Saudi Arabia, was selected. This study collected data using a cross-sectional survey. Of those surveyed, 389 provided valid responses eligible for data analysis. SPSS v.22 was used to analyze the data. Contribution: This study produced helpful results and a new m-banking conceptual model. The developed conceptual model focused integrally on users’ awareness and experience as antecedents of m-banking adoption and highlighted the im-portance of differentiating between measuring the users’ characteristics in adopting e-banking in general and m-banking services in particular. In addition, this type of model has the ability to synthesize new control variables as well as to study technology acceptance in developing countries. This study, based on an extended UTAUT model, set out to discover what factors might affect customers’ intentions to use m-banking in Saudi Arabia. Findings: The results show that service awareness has a direct effect on performance and effort expectancy, but not on perceived risk. Moreover, mobile phone experience fails to impact the relationships in the same hypothesized direction. As anticipated, performance expectancy, effort expectancy, and perceived risk have direct and significant effects on behavioral intentions to use m-banking. However, customer awareness fails to impact the relationships of performance expectancy, effort expectancy, and perceived risk on behavioral intentions to use m-banking. Recommendations for Practitioners: Banks should target customers by distributing useful information and applying measures to increase acceptance. Banks need to introduce something imaginative to convince bank customers to abandon existing service channels and adopt m-banking services. Banks should make m-banking services the easiest service for conducting bank transactions and/or help customers conduct transactions that they cannot do any other way. Recommendation for Researchers: Other factors, such as trust, culture, and/or credibility should be investigated along with user’s awareness and experience factors in m-banking services. There is a need to focus on a specific type of m-banking. Thus, it may be fruitful to study the adoption of different systems of m-banking services. Impact on Society: This study suggests that m-banking services should be designed and built based on a deep understanding of customers’ needs using extensive testing to assure that applications and sites function well in a mobile setting. Future Research: Future researchers should apply the conceptual model developed in this study in different settings, different countries, and to different technologies.